A novel approach is presented to efficiently render local subsurface scattering effects. We introduce an importance sampling scheme for a practical subsurface scattering model. It...
Tom Mertens, Jan Kautz, Philippe Bekaert, Frank Va...
Shading complex materials such as acquired reflectances in multilight environments is computationally expensive. Estimating the shading integral requires multiple samples of the ...
Mahdi M. Bagher, Cyril Soler, Kartic Subr, Laurent...
We present a novel algorithm for accurate, high quality point rendering, which is based on the formulation of splatting using homogeneous coordinates. In contrast to previous meth...
We present a simple method to render complex 3D models at interactive rates using real-time displacement mapping. We use an octree to decompose the 3D model into a set of height f...
The haptic rendering of surface mesostructure (fine relief features) in dense triangle meshes requires special structures, equipment, and high sampling rates for detailed perceptio...